Botany must be right next to kitchen. I would also suggest a setup where kitchen and bar are right next to each other, serving on the same counter, with people sitting in front from basically at the edge of the hall, with botany behind.
Another possibility is an open plaza where the cook(s) and barm(a/e)n have carts and make quick stuff for people. This has the advantage that he plaza can be further expanded with other services and it can efficiently combine rec area, theatre, bar, kitchen, perhaps chapel, and more.
Rest is OK, but at this point it looks a bit too much like metastation. For example, AI doesn't need to be on an offsite satellite, as I recall boxstation puts AI in the center of the station and it doesn't cause any particular issues for example.
A way to design the station is to think about a conceptual purpose for it: if it's a mining station, you might be located right on the asteroid, with mining actually being the area that's usually on the asteroid station, and toxins being near or even in cargo to make mining charges. Cargo would also be extended and allow more roles, like ore processing v.s. mining. Xenoarch would surely be important, and you can shape rivalries between xenoarch and mining, where mining just destroys artifacts in search of ores and xenoarch might want to try and convince them to stop it, by some less-than-centcom-approved ways.
On that kind of station, security, bridge, and head offices will be around the cargo office which would be the central location, kitchen and bar would be nearby cargo so miners can get fed easily, science would either border mining on the other side for easy ore delivery and xenoarch access, or it would be in the other direction so that xenoarch reaches the asteroid in the other direction to give each group some space (I prefer the former, fosters interaction), etc.
On the other hand, you can have a prison station, where security is the biggest area and central to the station. In that case, bridge and captain's office will actually lie inside the security section, and armory would be right behind them, with an easy access from these areas. In that case, considering adding hamster-wheel power as the main power generator, and making the mining area simply be the hard labor area but with the equipment being available inside the security area so that real hard labor workers don't get a chance to break out, gives a setting where everyone is expected to do hard manual labor while their security and head overlords slavedrive them.
Kitchen becomes a kind of cafeteria, perhaps with a way to wrap the meals up into single packages and a dispenser-like interface for people who come eat instead of actual service and ordering.
Chapel becomes the equivalent of a recreation area and needs to be shaped so that people go there when they're mostly done with other stuff. Library might be inside the chapel as well.
In that station, you want to design it so that there's friction between head staff and non-head staff. For example, you might want to put all APC and air alarm controls into maintenance so that non-heads can access them easily and fuck heads up unnoticed.
You will want portable flashers installed in every head office (the ones that activate based on movement detection), and as discussed, they have easy armory access.
You might want to give all heads armory access, and add a new armory section which is basically vault + illegal weapons locker, which is captain and hos-only.
The AI role becomes very important in this station, so it's important that it's both easy to upload new laws to the AI as non-head, and hard to destroy the AI.
Ultimately, you have to think about player dynamics and balance. You want things to be interesting so you must encourage interactions between people, thus proximity even on the job (because only tators wander off while working, and by the time every job is done, everyone is being killed by said tators, no chance to interact in that case) should be favored.
From a balance and fun standpoint, you can try to shape various interactions by putting specific jobs with things in common closer together. That's why thinking of a station task, then what kind of dynamics can come from these, can give interesting ideas.
Pic related: 9000 hours in MS paint, that would be what the mining station looks like. Not to scale. Departure 2 is basically all the pods side-by-side and is off in the asteroid field so that miner tators can fuck it up. Might want to add a pipe access to it though.
The singu toward departure would have to kill AI, so that AI is actively looking at singu and that it doesn't try to set it free.
Overall this design would need a lot of work, but this is just to give an idea.